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Swashbuckling roleplaying games
Swashbuckling roleplaying games




swashbuckling roleplaying games
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  2. #SWASHBUCKLING ROLEPLAYING GAMES FULL#

Now they have to find out for themselves.Īnd thats about it. With the alignment spells the PCs can just cast a spell to determine if a new NPC is a good guy or a bad guy. Without alignment the players must roleplay encounters with NPCs, using roleplaying to determine if the NPC is friend or foe. Doing away with alignment takes care of these problems. My players are constantly finding new grey areas of alignment, finding actions that defy being classified as being of one alignment. If the characters want to disguise themselves as evil gaurds, and somebody casts an alignment detecting spell, the disguise is worthless. The one problem is that with alignment, the disguise skill is effectively limited to people of your alignment.

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My characters have really latched on to the swashbuckling style, and so they've taken full advantage of the disguise skill.

swashbuckling roleplaying games

Sure, some spells help counter act this, but if the PCs can use spells to discern alignment, then it quickly becomes a contest of who has the better alignment revealing/concealing spells. If a persons true nature can be revealed by a single spell, the PCs can find villians, spys, assasins, without much work. I just wanted to explain my reasons for getting rid of alignment:

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HOWEVER, the core rules and setting are available for free online, so you can read it and test it out with your group if you don't mind getting a bit outside of your comfort zone.Thanks for the suggestions. But if you want something rooted in traditional play, it may not be your thing. The GM is still very much in charge despite some nods at player agency. The mechanics are a bit more focused on genre and story than a lot of traditional RPGs, but I'm not sure I'd put it in the same camp as FATE or PbtA games. I've only played a handful of sessions so far, but it's been fun and the players are really liking it. 7th Sea (2nd edition) plays and feels different. Witch Hunter can do that too, but it's a bit more focused on horror than the other two. I'd suggest taking a look at Honor+Intrigue or All for One: Regime Diabolique if you are looking for something that can handle swashbuckling adventure with a dose of fantasy. And in the past I've run plenty of 7th Sea (1st edition) and The Savage Worlds of Solomon Kane (which is not quite as swashbuckly as I'd like). In my teen library game, we are giving All For One: Regime Diabolique a spin. Yes! Love em! I've spent the past few years running Witch Hunter: The Invisible World, but we're taking a break to try out the new edition of 7th Sea. Even I find the 4e Basic Set to be too full of random stuff. All the stuff in the later editions just adds a lot of noise. It seems a shame to me since it's not actually that complex or hard once it's more familiar. It can be discouraging though when inexperienced GMs try to plunge into GURPS.

swashbuckling roleplaying games

But even the rules in the Basic Set can make for a pretty fun fencing game, as they include good parry scores for fencers, a decent variety of swords, off-hand weapons, disarming, aimed shots and so on. The GM should be experienced and/or stick to more basic rules at first. He might've scheduled a character design session or forum if new people really wanted to make characters. He should have told people to come with prepared characters, and had a stack of pre-made characters people could choose from and/or be assigned. Whoever was running that GURPS convention game clearly hadn't tried that before. Inexperienced players and GMs will take hours to try to take advantage of such stuff, and shouldn't start there. Yes, there are detailed descriptions of different historical styles of fencing and which skills and techniques they trained, and differences in equipment and so on, and rules that make those meaningful in ways that make sense.






Swashbuckling roleplaying games